Daylight by conrad123

It was a routine spaceship flight until your engine malfunctioned. Now you're here, stranded in the daylight. Looks like the only way off this tiny planet is up.
Please read the signs. They're there to help!
CONTROLS: You're going to want to read this. People have had trouble with the in-game instructions so please read.
A and D or arrow keys to move
W or spacebar to jump
HOLD DOWN right shift or V to punch. You can't kill simply by tapping.
Have fun!
Links
- Windows: https://frog-rock-game-jams.itch.io/daylight-ludum-dare-38
- Source Code https://www.khanacademy.org/computer-programming/daylight-source-code/4979530369662976
Made in 48 hours for Ludum Dare.
Source code is on Khan Academy.
| Original URL | https://ldjam.com/events/ludum-dare/38/daylight |
Ratings
| Overall | 485th | 2.72⭐ | 27🧑⚖️ |
| Fun | 479th | 2.5⭐ | 26🧑⚖️ |
| Innovation | 511th | 2.16⭐ | 27🧑⚖️ |
| Theme | 507th | 2.4⭐ | 27🧑⚖️ |
| Graphics | 464th | 2.56⭐ | 27🧑⚖️ |
| Audio | 189th | 3.16⭐ | 27🧑⚖️ |
| Humor | 441th | 1.75⭐ | 22🧑⚖️ |
| Mood | 333th | 2.92⭐ | 27🧑⚖️ |
| Given | 35🗳️ | 33🗨️ |
Some issues:
- The energy limitation on the jumping seems useless. Despite the frustrating platforming, I never found myself running out of energy, even after multiple tries.
- I also didn't get the point of having more than one enemy in the same platform in later areas. Both of them grant you energy, and once you kill one, you can just stand at the E point and you become practically immortal to the other enemy.
- I wasn't a fan of the enemy combat. It took too many hits, in my opinion, to kill an enemy, and I almost always inevitably got hurt in the process. The energy bar for the monsters goes down too slowly to notice that you're actually landing a hit.

- The platforming was ever so frustrating near the end. Lots of tiny platforms, ceilings to limit your jump, arrows that point you in a vague direction but you're not exactly sure how far you have until you land on the next area - all these things can cause me to *just* barely miss a platform and hug it on its side. When I miss, I basically find myself trying to fall all the way down so that I can die and be reset.
- I will give you this though: I'm very glad the character respawns at the last E point.
- The main character is nearly the same colour as the clouds in the background, thus, when one of the clouds is behind the character, the two practically blend in with each other. This makes it harder to fend off enemies, and just see the character to position it properly for platforming altogether (see below).

- Like others say, I think the platforms that are about the same width as the character should be wider, too.
That aside, I thought this game was pretty good. One just requires a lot of patience to get past the jumpy controls. But the gradual shift in gravity and day to space-night sets a nice mood and leads perfectly to a satisfying end.
The background music was nice and I liked the aesthetics of the game though. I also like that the goal is to go up rather than side-to-side, I know that this is becoming more common (presumably because smart phones are portrait, so vertical scrolling fits into that form factor), but I still think there is scope to make something novel and unique that uses that constraint in an interesting way. I think if you rounded out some of the other issues, you'd have a really solid entry.

...and it was just too unforgiving for me. It was no longer fun - I felt like I was fighting with the controls rather than the challenge of the game.
It's a shame because I like the simple, colourful graphics and the music is subtle and effective. Maybe I'm just becoming too impatient!
About the game itself: I really liked the idea, and the simplicity of the design. Unfortunately, I'm very bad at this kind of game, but it felt a little too difficult for me ;) I didn't get very far yet, but I'll try again tomorrow when I have more time!
Also, test my compo entry here too, need some more few ratings too now! thanks ;D https://ldjam.com/events/ludum-dare/38/anthills-multitask
The game is little hard at some point but hopefully, you made Checkpoint!! Nice level design. The change of gravity is well! Good job on this game!!
Totally forgivable, though - designing levels and getting the balance right in 48 hours is tough!
The premise was really well executed, though, and the music set a great mood.

Exceedingly difficult but cute platformer, really liked the gravity mechanic.
https://www.youtube.com/watch?v=jMCwacAGwrA